#version 450

layout(location=0) in vec3 a_Pos;
layout(location=1) in vec3 a_Color;

layout(set=0, binding=0) uniform UboProjView {
    mat4 projMat;
    mat4 viewMat;
} uboProjView;

layout(set=0, binding=1) uniform UboInstance {
    mat4 modelMat;
} uboInstance;

layout(location=0) out vec3 v_Color;

void main() {
    gl_Position = uboProjView.projMat * uboProjView.viewMat * uboInstance.modelMat * vec4(a_Pos, 1.0);
    v_Color = a_Color;
}